This prototype is a A* pathfinding system.

By working on it, I discovered how a A* pathfinding works and found some tools to help me optimise my system on Unity3D, “System.Diagnostics” among others.

In the beginning, my units were motionless sometimes because they were trying to reach inaccessible locations. So I made my own methods in order to fix this. The first method allows me to check where the areas are in my grid; the second method allows me to unify areas in case a location becomes accessible.
Using these two methods, every unit knows which area it is in and only defines its destination among the accessible locations.
The first method is resolved after 15ms on a 120 nodes grid.

Features in this prototype:
– Pathfinding A*
– Areas detection
– Obstacle destruction and areas union at “Run Time”
– Optimisation (tested until 500 units at 70 fps)


This prototype is a 3D Editor made in Unity.

I learnt the geometry of space and I implemented it in this prototype. I became familiar with Quaternions, Vector3 and Dot product.

One of my biggest challenges, here, was to define a method which returns the intersection between a line and a plane, defined as parameters.

During the process of creating the prototype, I discovered that it’s possible to create multiple cameras, with the position and rotation, in order to pile up different displays. I used this process to keep the gizmo visible at any time on the selected shape.

Skills learnt in this prototype :

– 3D Shape Creation (Vertices/Normales/UVs/Triangles)
– UI Creation
– 3D Space Geometry
– 3D Move Gizmo Creation


This prototype is about memorising Inputs at “Run time”.

Made in 48h, contributing outside of the “Game Pratic” 2015, the theme was : “Game Art”.

The prototype is in two parts.

The first part asks the player to move around in the space, 2 seconds later, a new character appears and copies the player’s movements with a mirror effect with 2 seconds delay. This new character is there to motivate the player to perform meaningful and wide movements.
This first part lasts only twenty seconds, but this way, the user doesn’t know that he is playing with himself. The struct I used to store my information doesn’t use much memory, so it could be possible to make the first part last longer.

The second one, “Replay” allows the player to contemplate a 20 seconds work, created and based on his/her previous actions.

Skills learnt in this prototype :

– Data memorisation.
– Processing and use of memorised data.
– 2D in Unity3D.
– Scene loading.
– Playable UI.
– Particle Systems.


This prototype is about Controls and Camera.

My biggest challenge was to match the player input with the character direction no matter what the camera orientation was.

I used an XBox 360 controller, and I assigned character controls on the left joystick and camera controls on the right joystick.

Skills learnt in this prototype :

– Making the camera follow the character.
– Making the camera rotate around the character.
– Zooming and zooming out.
– Correcting player inputs based on camera orientation.


This prototype is a basic RTS system.

In this prototype, the most interesting part was the process I had to set up in order to get my units find the nearest warehouse by themselves. They also save the last resource location in order to keep gathering until there is no resource left.

Skills learnt in this prototype:

– Unit selection on clic.
– Unity pathfinding.
– Resource gathering.
– Detection of the nearest warehouse.